wined3d: Explicitly pass the depth/stencil surface to context_validate_onscreen_forma...
commit4889c33da6831a909e505229bc59cf64461617ec
authorHenri Verbeet <hverbeet@codeweavers.com>
Tue, 18 May 2010 07:53:07 +0000 (18 09:53 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Tue, 18 May 2010 16:42:08 +0000 (18 18:42 +0200)
tree7ef9202cdf2ae8117f5f0fa946fc9ce02dad8718
parent96cdab179245b18ef98be7cfa37f68ce43ee740e
wined3d: Explicitly pass the depth/stencil surface to context_validate_onscreen_formats().

This avoids switching to offscreen rendering in context_apply_blit_state() for
a depth buffer that isn't going to be used anyway. This switch would be
problematic for blits to the frontbuffer, since it's always onscreen. I.e.,
we'd be blitting to the screen, but with offscreen transforms.
dlls/wined3d/context.c